#361
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Quote:
Code:
Streams: 19102 / 19113 Time: 00:02:28 (CPU 00:00:55) Size: 8.23 GB >> 13.4 GB |
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#362
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looks like a bug in xtool GUI with unreal plugin
Quote:
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#363
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Orcs Must Die! 3 database updated for game version Build 11248349 / v1.2.1.0 (June 5th 2023).
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The Following User Says Thank You to Masquerade For This Useful Post: | ||
Razor12911 (08-06-2023) |
#364
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Xtool 0.71 dont compress Bink video
Quote:
Directly use Binkpack.exe or Freearc usaged whole Bink*.exe file and or CLS-based (de)compressors its works in (de)compress in vice versa... Packed 3.07GB huge BIK file correctly to 2.4GB size with Binkpack. Use Xtool 0.71 directly or Arc with configurations, don't compress smaller. |
#365
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Letting you know here that the playstation archive plugin doesn't work with xtool 0.7.2(HF) on decompression step.
It works with xtool 0.7.1
__________________
Haters gonna hate
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#366
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[Proof of Concept / Work In Progress] Yakuza SLLZ v1
This is a little project I've been working on in an attempt to implement the SLLZ algorithm found in Yakuza games as an XTool plugin. The code used for compression and decompression was written by Kaplas80. The attempt was to make it into a standalone executable. I wanted to share it here despite being unfinished. Requires .NET Framework v4.8. There are a few problems with the plugin in its current state. Decompression of sllz streams seems to work completely fine. However, compression is slow and is missing the 2x 4 bytes of header information containing the compressed size and decompressed size (because for some reason Visual Studio insists on this being 8 byte rather than 4 byte arrays). They are filled as 00 bytes instead for the time being. The compressor is also bugged in other ways when I tested on samples from Yakuza Kiwami. Reading and writing to stdin/stdout hasn't been added yet so it's even slower since data needs to be extracted to disk. Here's some information about this algorithm from its header: Code:
First 4 bytes, Magic: SLLZ Next byte, endianness: 00 (little) Next byte, version: 01 or 02 (compression version - v2 is zlib I think) Next 2 bytes is header size (from what I've seen, always 0x1000 because the header is always 16 bytes in my findings) Next 4 bytes is decompressed size. Next 4 bytes is compressed size. Total: 16 bytes Code:
[Stream1] Name=yakuza Codec=sllz BigEndian=0 Signature=0x5A4C4C53 Structure=Signature(4),Endianness(1),Version(1),HeaderSize(2),CSize(4),DSize(4),Stream StreamOffset=-16 CompressedSize=CSize DecompressedSize=DSize Code:
xtool precomp -myakuza -df20p -c128mb -t12 hact.par XTool is created by Razor12911 Streams: 873 / 3397 Time: 00:11:34 (CPU 00:00:17) Size: 398 MB >> 404 MB |
#367
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Witcher 3: Complete
Used xtool v0.7.3 hotfix -mzlib+reflate Quote:
Quote:
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The Following 4 Users Say Thank You to dixen For This Useful Post: | ||
#368
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Plugin update available
Changes - Improved stream detection in unreal engine plugin's ue5 codec (ucas/utoc format) Notes I just wished the format of unreal engine file system would stop changing because it's a headache trying to write one library that supports all current and future games and even this plugin has a caveat, mainly the first and last stream left behind and not decrypted because if I tried to grab them using the current method that would mean false positives, I've left R9 just in case R10's detection is worse but good luck. pakchunk0optional-Windows.ucas (I don't know what game is this but it was a sample I was sent a while ago) Unreal Engine ucas database maker doesn't work on this file... because they changed they format... Code:
-mue5:k0xCD353CBF6E250AF8ADF4B2B0F79649A27D2BC743AB0AAAEB202DEF7A7C19B2DB+kraken -d1 Code:
Tested 1 file, 437,937,960 => 290,461,744 bytes. Ratio 150.77% Testing time: cpu 0.19 sec/real 11.54 sec = 2%. Speed 25.17 mB/s Code:
Tested 1 file, 578,518,003 => 290,461,744 bytes. Ratio 199.17% Testing time: cpu 0.25 sec/real 16.30 sec = 2%. Speed 17.82 mB/s Last edited by Razor12911; 08-07-2023 at 23:45. Reason: hotfix uploaded |
The Following 7 Users Say Thank You to Razor12911 For This Useful Post: | ||
Gehrman (09-07-2023), hdneo (09-07-2023), L0v3craft (12-07-2023), Masquerade (08-07-2023), ScOOt3r (09-07-2023), shazzla (08-07-2023), Wanterlude (08-07-2023) |
#369
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The Legend of Heroes Trails into Reverie
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The Following 7 Users Say Thank You to Masquerade For This Useful Post: | ||
dixen (09-07-2023), Gehrman (09-07-2023), kuyhaa (10-07-2023), Razor12911 (10-07-2023), ScOOt3r (09-07-2023), shazzla (09-07-2023), Wanterlude (10-07-2023) |
#370
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Plugin update available
Changes - Improved stream detection in unreal engine plugin's ue5 codec (ucas/utoc format) Notes Using ue5 codec even on pak files yielded streams which should not have been detected meaning ratio is affected one way or another and this release tackles false positive detections. |
The Following 4 Users Say Thank You to Razor12911 For This Useful Post: | ||
#371
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Plugin update available
Changes - ue3 codec no longer requires m# parameter to work - ue3 codec supports lzopro streams (requires lzopro executable plugin) - ue4 codec speed improvement - ue4 codec improved detection - ue5 codec minor bug fixes Notes This update is primarily made for the next xtool release (0.7.7) but it should work fine for older versions. Link |
The Following 8 Users Say Thank You to Razor12911 For This Useful Post: | ||
Cesar82 (26-07-2023), Gehrman (26-07-2023), KaktoR (26-07-2023), L0v3craft (26-07-2023), Masquerade (26-07-2023), Pantsi (26-07-2023), shazzla (26-07-2023), Wanterlude (26-07-2023) |
#372
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Insomniac Engine
Supported games Marvel's Spider-Man Remastered Marvel's Spider-Man: Miles Morales Ratchet & Clank: Rift Apart Usage Place insomniac.ini near xtool.exe along with required libraries and use -minsomniac Notes Tested on small sample provided by dixen for testing, not sure if it works for the whole game. This is the first advanced configuration plugin so also not sure if this feature in xtool works without bugs. Last edited by Razor12911; 26-07-2023 at 22:27. |
#373
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@Razor12911, Thanks for the updates.
As always, once again I fill the topic of questions, but here we go.. 1) Can I continue to use the m1, m2, and m3 parameters so the DiskSpan GUI knows what to copy into the xtool folder? Code:
Unreal_Engine3_MK11; Method: xtool:mue3,m1; Unreal_Engine3_MELE; Method: xtool:mue3,m2; Unreal_Engine3_LZO; Method: xtool:mue3,m3; |
The Following User Says Thank You to Cesar82 For This Useful Post: | ||
Razor12911 (26-07-2023) |
#374
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Plugin update available
Changes - Added support for DirectStorage (gdeflate) streams in Insomniac plugin Notes Turns out, not only lz4 was used in this game, after investigations made by Fitgirl, she pointed out the plugin was not working in the initial release and after a few mins of research I managed to create a plugin (gdeflate) to add support for the other streams compressed using the Direct Storage technology and as a result of that, to precompress Ratchet & Clank: Rift Apart, you need dstorage.dll, dstoragecore.dll, gdeflate.dll and liblz4.dll. tex_char_ratchet0 (sample compressed with gdeflate) -mxtool:insomniac:rcrads Code:
Compressed 1 file, 135,778,928 => 325,814,638 bytes. Ratio 239.96% Compression time: cpu 0.11 sec/real 1.36 sec = 8%. Speed 99.86 mB/s With the use of DirectStorage, compression and/or installation will only work on Windows 10 or later, Anything older will not work. @Cesar82 1) Yes 2) It's the same one that comes with xtool (v1.8.3), a lot of games use this version. Last edited by Razor12911; 26-07-2023 at 22:50. |
The Following 10 Users Say Thank You to Razor12911 For This Useful Post: | ||
BKR-TN (29-07-2023), dixen (27-07-2023), DODI (27-07-2023), Gehrman (26-07-2023), hdneo (26-07-2023), kuyhaa (27-07-2023), L0v3craft (27-07-2023), Masquerade (27-07-2023), ScOOt3r (27-07-2023), Wanterlude (28-07-2023) |
#375
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Decompression results
Insomniac R1 39 gb > 48 gb Insomniac R2 39 gb > 63 gb |
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